We got the editor working on Windows right? Was wondering if the changes have been pushed through? Am getting 'undefined reference' when trying to compile it. Maybe there are some changes I need to make to my local environment? I guess the editor its probably not essential for scripting but very he...

I was playing around with SCons in some of my last projects. It works quite well and has a nice interface. Migrating to CMake would be nice but I fear I won't solve all issues with different operating systems. I don't know how good the macros provided there are but giving it a try is definitely wort...

I don't mind if we remove MinGW entirely from our requirements and use Cygwin instead Actually, this was my first approach. However, the editor did not work due to some issues with Qt4 for Cygwin and Cygwin/X-Server. Therefore, as far as I can say we need to stay on MinGW. or even if we go back to ...

Okay, I finally managed to get the editor running. I have generated a Makefile semi-manually, which was finally the fastest way compared to adapting everything from the autotools to Windows. Where should I place the Makefile? I can add it into the forum, but it is several 100 lines. Better way would...

Thanks for letting me know. Both is okay and should work similar with respect to the editor. Basically only the paths to including and lib-files needs be available. This can be set for both build-systems. As long as you have a working Linux version having Makefiles generated in Windows is most often...

BTW, I will not use Code::Blocks for getting the editor running but command line tools (autotools). I think since most of the guys only want to run the editor and not work on it, this should be sufficient.

Due to conferences I was not able to complete the work on the Map-Editor for Windows yet. Actually, I successfully compiled and linked it using CGYWIN, but the OpenGL usage in QT seems to be actually not always working the the X-Server for Windows (QT for Cygwin is linked with the X-Server). I will ...

Just only a short comment from my side. In all games that I have played in my life, I always preferred using the arrow keys instead of WASD. In my opinion the actual key layout is absolute fine. I not sure right now if the possibility already exists (it has been a long while since I started Allacros...

than missing the walking animations for the hounds Yepp. Although this might be a good starting point for some artists without much experience, since the hound itself is available. To be honest, this is something I would like to work once I started over again working on the project. (I don't have m...

Both things sound good. Especially the the stuff regarding the event for multiple sprites can really become handy. BTW, I have some thoughts about the opening scene at all. I will put the ideas down later, once I have a little more time.

Sounds generally okay. Having several script files handling specific events will make maintaining easier, since one does not have to handle with the large files anymore. However, I fear using this naming convention it will become quite hard to find certain events in the script files. What I mean is,...

1) Separate map files into two files: a map portion and a scripting portion That is definitely the right way. I saw it in VT and it makes going through the scripts for the maps much easier. 2) Support a customizable amount of tile and object layers Yes why not. If you think, the overhead of program...